OFIDYAN
F3
lol I knew you guys would get a kick out of this thread title. Truth is we're all the best and we're all brothers here. I'm gonna share some stuff I was typing on my phone for you guys.
Green Lantern
Injustice 2
*means meter burn in notations
(damage) means just going for raw damage.
Openers
B1
F3
B3
Pressure
(F2)
F2 commonly whiffed to assume better positioning and if timed correctly F2.. B1 almost looks like a string. The F2d1 string can be ended in neutral if you do the full sequence (f2d13) Currently nobody is doing anything about me using f2d14~bf3. What that means is I've kinda made myself a little hit confirm off this for now. Do f2d14... and on hit, Cancel into lift(db1) instead of the Willpower Wall.
(B2)
Most often strung together as B23 which you stay plus three and usually try the d1 or b1 check.
(S2)
Standing 2 can be cancelled into a meter burn close exploding lantern for a combo, but in most cases you always input the full 223 and then cancel into Willpower Wall on block and Lantern's Might on hit. The full 2231 string is plus and has no gap. So try the d1 check afterwards from certain positions that it can reach to identify your opponents respect level. D1~bf3 is pretty great especially when you have meter so the opponent isn't sure if you'll make Willpower Wall a two hitting move.
(Trait)
To get trait out in pressure it is kind of a gimmick that can easily just be grabbed. If the opponent isn't paying attention though you can sneak it in your pressure and cancel into Willpower Wall. I'll put some examples below:
B234~bf3
224~bf3
2234~bf3
F24~bf3
Conversions
(B1)
B134~db1 223~bf2 (damage)
Usually end all combos in 223 then slight step j3 for cross up or not.
[meter use] [trait on cool down]
B13~db1* B3 jf1 jf1 223 (sets up my crossups nicely (; just try what I said above "j3 for cross up or not" depending on how much you step forward before you jump and when you throw the j3
(F3)
F3 B24~db1 223~bf2 (damage)
F3 B134~db1 223~db1 (damage)
F3 j2 f2 223~bf2 (damage)
(B3)
B3 Jf2 B24~db1 223~bf2 (damage)
B3 jf3 jf2 223~bf2 (damage)
__________________________________
Opener Conversions (with trait active)
..and what you'll normally have time to do
(B1)
B13~db2 db1 223~bf2 (damage)
B13~db2b* ff ..b13~db1 223~db1 (damage)
(Above combo with meter not really worth it)
(F3)
F3 j2 f2 223~db1 223~db1
(B3)
B3 j3 j2 223~db1 223~db1
Take out the j2 most of the time you won't have the trait time to perform.
B3 jf3 f2 223~db1 223~db1
Is good too!
__________________________________
(S1)
Usually standing 1 is used for a 7 frame punish
123~db1
123~db1* b3 jf1 jf1 223
12~db2b* f b134~db1 223~db1
[Corner & No Trait] 12~db2b* d2 b233
The d2 gives you a moment to see if they wanna waste some meter and doesn't scale bad at all in this combo
(S2)
223~bf2 (damage)
223~db1* b3 jf1 jf1 223
[Corner & no transition]
223~db1* b3 f2 (away from wall) 223~db1
(B2)
B23~db2b* f b134~db1 223~db1
[Corner & No Trait]
b23~db2b* d2 b233
The d2 gives you a moment to see if they wanna waste some meter and doesn't scale bad at all in this combo
(F2)
F2d13
F2d14~db1 223~bf2 (damage)
(Lantern's Might)
Db1* b3 jf3 jf1 223
__________________________________
Pressure Conversions (with trait active)
..and what you'll normally have time to do
(F2)
F2d1~db1 223~bf2 (damage)
(B2)
B23~db1 223~bf2 (damage)
B23~db2b* ff ..123~db1 223~db1 (damage)
(S2)
223~db1 223~bf2 (damage)
__________________________________
IBB
Interactable Background Bounce
B134~db1 22IBB b3 jf2 223~db1
22IBB b3 jf3 jf2 2231 (or 223~db1)
B23IBB b3 jf3 jf2 2231 (or 223~db1)
F3 ff 22IBB jf3 2231 (or 223~db1)
Setups
Anything off of 223 it's a hard knockdown.
Cross up or not F3 setup
B134~db1 f ff ..f3 f2~db2b b13~db1 223~db1
You can also neutral jump and go for a jump in attack.
Covering the Air Escape from Lift
String into db1* ff then react to Up or Away Air Escape. After the forward dash you basically just watch.. if they tech away then b1 punish. If they tech up then just press b1 the other direction right after the dash animation is over.
If they do nothing you can still catch them with that b1 before they touch the ground. So conclude that with b13~db1. If you happen to have trait on you can get the additional 223~db1 on the trait lifted bounce follow up.
OFI-Corner Trait Setup
[Corner]
Option of yolo Overhead, Low, Grab, and even a block to punish option.
(Block)
B13~db2b* d24.. f2..block (punish with below)
12~db2b* b2~db2b b1~db1 223~db1
Or harder slower punish:
b23~db2b* b2~db2b b1~db1 223~db1
(Overhead)
B13~db2b* d24.. f2d1~db2b d2~db2b 22~db1 223~db1
(Low)
B13~db2b* d24.. f2.. b13~db2b d2~db2b 22~db1 223~db1
OFI-Meaty Wall
Basically a meaty Willpower Wall that stops/stuffs a lot of wakeups.
[Corner]
B13~db2b* d2 j1 f2 2234.. bf3
B23~db2b* d2 j1 1 2234.. bf3
Am I going to meter burn it? (;
Love you guys! Take it easy!
Green Lantern
Injustice 2
*means meter burn in notations
(damage) means just going for raw damage.
Openers
B1
F3
B3
Pressure
(F2)
F2 commonly whiffed to assume better positioning and if timed correctly F2.. B1 almost looks like a string. The F2d1 string can be ended in neutral if you do the full sequence (f2d13) Currently nobody is doing anything about me using f2d14~bf3. What that means is I've kinda made myself a little hit confirm off this for now. Do f2d14... and on hit, Cancel into lift(db1) instead of the Willpower Wall.
(B2)
Most often strung together as B23 which you stay plus three and usually try the d1 or b1 check.
(S2)
Standing 2 can be cancelled into a meter burn close exploding lantern for a combo, but in most cases you always input the full 223 and then cancel into Willpower Wall on block and Lantern's Might on hit. The full 2231 string is plus and has no gap. So try the d1 check afterwards from certain positions that it can reach to identify your opponents respect level. D1~bf3 is pretty great especially when you have meter so the opponent isn't sure if you'll make Willpower Wall a two hitting move.
(Trait)
To get trait out in pressure it is kind of a gimmick that can easily just be grabbed. If the opponent isn't paying attention though you can sneak it in your pressure and cancel into Willpower Wall. I'll put some examples below:
B234~bf3
224~bf3
2234~bf3
F24~bf3
Conversions
(B1)
B134~db1 223~bf2 (damage)
Usually end all combos in 223 then slight step j3 for cross up or not.
[meter use] [trait on cool down]
B13~db1* B3 jf1 jf1 223 (sets up my crossups nicely (; just try what I said above "j3 for cross up or not" depending on how much you step forward before you jump and when you throw the j3
(F3)
F3 B24~db1 223~bf2 (damage)
F3 B134~db1 223~db1 (damage)
F3 j2 f2 223~bf2 (damage)
(B3)
B3 Jf2 B24~db1 223~bf2 (damage)
B3 jf3 jf2 223~bf2 (damage)
__________________________________
Opener Conversions (with trait active)
..and what you'll normally have time to do
(B1)
B13~db2 db1 223~bf2 (damage)
B13~db2b* ff ..b13~db1 223~db1 (damage)
(Above combo with meter not really worth it)
(F3)
F3 j2 f2 223~db1 223~db1
(B3)
B3 j3 j2 223~db1 223~db1
Take out the j2 most of the time you won't have the trait time to perform.
B3 jf3 f2 223~db1 223~db1
Is good too!
__________________________________
(S1)
Usually standing 1 is used for a 7 frame punish
123~db1
123~db1* b3 jf1 jf1 223
12~db2b* f b134~db1 223~db1
[Corner & No Trait] 12~db2b* d2 b233
The d2 gives you a moment to see if they wanna waste some meter and doesn't scale bad at all in this combo
(S2)
223~bf2 (damage)
223~db1* b3 jf1 jf1 223
[Corner & no transition]
223~db1* b3 f2 (away from wall) 223~db1
(B2)
B23~db2b* f b134~db1 223~db1
[Corner & No Trait]
b23~db2b* d2 b233
The d2 gives you a moment to see if they wanna waste some meter and doesn't scale bad at all in this combo
(F2)
F2d13
F2d14~db1 223~bf2 (damage)
(Lantern's Might)
Db1* b3 jf3 jf1 223
__________________________________
Pressure Conversions (with trait active)
..and what you'll normally have time to do
(F2)
F2d1~db1 223~bf2 (damage)
(B2)
B23~db1 223~bf2 (damage)
B23~db2b* ff ..123~db1 223~db1 (damage)
(S2)
223~db1 223~bf2 (damage)
__________________________________
IBB
Interactable Background Bounce
B134~db1 22IBB b3 jf2 223~db1
22IBB b3 jf3 jf2 2231 (or 223~db1)
B23IBB b3 jf3 jf2 2231 (or 223~db1)
F3 ff 22IBB jf3 2231 (or 223~db1)
Setups
Anything off of 223 it's a hard knockdown.
Cross up or not F3 setup
B134~db1 f ff ..f3 f2~db2b b13~db1 223~db1
You can also neutral jump and go for a jump in attack.
Covering the Air Escape from Lift
String into db1* ff then react to Up or Away Air Escape. After the forward dash you basically just watch.. if they tech away then b1 punish. If they tech up then just press b1 the other direction right after the dash animation is over.
If they do nothing you can still catch them with that b1 before they touch the ground. So conclude that with b13~db1. If you happen to have trait on you can get the additional 223~db1 on the trait lifted bounce follow up.
OFI-Corner Trait Setup
[Corner]
Option of yolo Overhead, Low, Grab, and even a block to punish option.
(Block)
B13~db2b* d24.. f2..block (punish with below)
12~db2b* b2~db2b b1~db1 223~db1
Or harder slower punish:
b23~db2b* b2~db2b b1~db1 223~db1
(Overhead)
B13~db2b* d24.. f2d1~db2b d2~db2b 22~db1 223~db1
(Low)
B13~db2b* d24.. f2.. b13~db2b d2~db2b 22~db1 223~db1
OFI-Meaty Wall
Basically a meaty Willpower Wall that stops/stuffs a lot of wakeups.
[Corner]
B13~db2b* d2 j1 f2 2234.. bf3
B23~db2b* d2 j1 1 2234.. bf3
Am I going to meter burn it? (;
Love you guys! Take it easy!
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